#version 310 es layout(local_size_x = 1, local_size_y = 1, local_size_z = 1) in; layout(binding = 0, std430) readonly buffer SSBO { mat4 mvp; vec4 in_data[]; } _24; layout(binding = 1, std430) writeonly buffer SSBO2 { vec4 out_data[]; } _89; void main() { vec4 _101; _101 = _24.in_data[gl_GlobalInvocationID.x]; for (int _95 = 0; (_95 + 1) < 10; ) { _101 *= 2.0; _95 += 2; continue; } vec4 _100; _100 = _101; vec4 _105; for (uint _96 = 0u; _96 < 16u; _100 = _105, _96++) { _105 = _100; for (uint _102 = 0u; _102 < 30u; ) { _105 = _24.mvp * _105; _102++; continue; } } _89.out_data[gl_GlobalInvocationID.x] = _100; }